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Steering behaviour
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flim Offline
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Post: #1
Steering behaviour
Is it feasible to integrate steering behaviour in engine?

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02-17-2009 03:46 PM
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dylantan Offline
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Post: #2
RE: Steering behaviour
I am curious about this as well. We having issue with making "formation" when 2-3 Ai character walking with the main character. We are studying on how this can be done using Opensteer.
10-03-2012 08:27 AM
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aceio76 Offline
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Post: #3
RE: Steering behaviour
Based on what I've seen and understand, you don't need a 3rd party system to do this. Esenthel has more than enough to do this. What exactly do you have in mind with this? Maybe starting with that, everyone else can chip in. I know of a few individuals who are doing RTS (and therefore lots of formation requirements) are already doing this.
10-03-2012 01:11 PM
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Zervox Offline
Silver Supporter

Post: #4
RE: Steering behaviour
Steering is something which isn't going to be limited by the engine, but your implementation of it. It's the same thing with pathfinding, you are able to implement your own if you want to. if you want to do steering with the built-in pathfinding from EE you need the character source code and alter how the movement to next point on the path or make your own pathfinding code and add steering to it that way.

Edit: forgot to say, you don't need character source code, aslong as you know how to use the pathworld in the engine you can handle the retrieved path in your own way and then apply steering in between those.

steering doesn't really need pathfinding as its mostly used to determine obstacles in front or around it. but its still relying on how you implement steering how good it will work, not the engine itself.
(This post was last modified: 10-03-2012 03:43 PM by Zervox.)
10-03-2012 02:51 PM
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dylantan Offline
Member

Post: #5
RE: Steering behaviour
Thanks for the reply Aceio and Zervox. You are right. Previously we uses wrong movement algorithm which caused the unit to run all over the place and especially when stuck. After studying some of the source code and tutorial, we managed to resolve it based on a new movement algorithm.
10-05-2012 05:33 AM
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